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Werewolf: The Apocalypse 5th Edition auspice

Ahroun

Ahroun is an auspice in Werewolf W5: The Full Moon warrior, the pack's champion and its war leader against the Wyrm.

Last reviewed

Key facts

Moon
Full Moon
Gift Themes
Combat, rage, courage

Overview

The Ahroun is the Full Moon auspice, the pack's champion in battle against the Wyrm. Gift themes are combat, rage, and courage. The auspice does not only fight well, it decides when fighting starts, which is why an Ahroun who cannot hold their Rage becomes the pack's largest liability. In play the Ahroun is the one who shifts. Crinos grants 4 extra dice on Physical tests and 4 extra Health levels, fails every Social test automatically, and causes Delirium in mortals, so most turns are a choice between talking and winning. Between fights the auspice earns Glory: taking the dangerous flank, standing in front of the Theurge, accepting a duel the pack cannot afford to lose.

How it works

Moon: Full Moon Role: Warrior and war leader, the pack's champion Gift Themes: Combat, rage, courage Starting Gifts: 3 at creation, one of which must come from your auspice list Renown: Combat achievement is usually recognized as Glory. You assign 3 dots at creation, no more than 2 in one category Rage: A 0 to 5 tracker whose starting value is set by auspice. It buys you the war form and costs you control

Tips and playstyle

Best For: Players who want the fight, the front line, and the responsibility that comes with both. Playstyle: Put your single Attribute at 4 into a Physical trait, spend a starting Specialty on Brawl or Melee, and decide in advance which Touchstone talks you down. Character Concepts: Ex-soldier, cage fighter, bodyguard, pack alpha, a young Garou who won a duel far too early.

Frequently asked questions

What makes an Ahroun different from the other auspices?

Every Garou can fight; the Ahroun is built to lead one. Your Gift themes are combat, rage, and courage, and one of your 3 starting Gifts comes from that list, so you begin ready for violence instead of adapting to it.

How does Rage work for an Ahroun?

Rage is a 0 to 5 tracker and your starting value comes from your auspice. It fuels the shift into the war form and pushes you toward frenzy, so the real Ahroun skill is choosing which scene is worth spending it on.

Should I fight in Crinos every time?

No. Crinos gives 4 extra dice on Physical tests and 4 extra Health levels, but Social tests fail automatically and mortals suffer Delirium. For a fight with witnesses you cannot afford, Glabro (2 extra Physical dice, 2 fewer Social) or Hispo is the better call.